Org rework and postFX-setup WIP

This commit is contained in:
Areloch 2019-02-08 01:35:35 -06:00
commit ecad33c598
4 changed files with 169 additions and 49 deletions

View file

@ -36,6 +36,9 @@
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "postFx/postEffect.h"
IMPLEMENT_CONOBJECT(RenderProbeMgr);
ConsoleDocClass( RenderProbeMgr,
@ -246,6 +249,33 @@ RenderProbeMgr::RenderProbeMgr()
{
String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
probePositions.setSize(MAXPROBECOUNT);
probePositions.fill(Point3F::Zero);
probeWorldToObj.setSize(MAXPROBECOUNT);
probeWorldToObj.fill(MatrixF::Identity);
probeBBMin.setSize(MAXPROBECOUNT);
probeBBMin.fill(Point3F::Zero);
probeBBMax.setSize(MAXPROBECOUNT);
probeBBMax.fill(Point3F::Zero);
probeUseSphereMode.setSize(MAXPROBECOUNT);
probeUseSphereMode.fill(0.0f);
probeRadius.setSize(MAXPROBECOUNT);
probeRadius.fill(0.0f);
probeAttenuation.setSize(MAXPROBECOUNT);
probeAttenuation.fill(0.0f);
cubeMaps.setSize(MAXPROBECOUNT);
cubeMaps.fill(NULL);
irradMaps.setSize(MAXPROBECOUNT);
irradMaps.fill(NULL);
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
@ -292,11 +322,26 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
mRegisteredProbes.push_back_unique(probeIdx);
}
//
//
PostEffect* RenderProbeMgr::getProbeArrayEffect()
{
if (!mProbeArrayEffect)
mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
return mProbeArrayEffect;
}
//remove
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
void RenderProbeMgr::_setupStaticParameters()
{
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
@ -654,32 +699,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
//Array rendering
static U32 MAXPROBECOUNT = 50;
U32 probeCount = ProbeRenderInst::all.size();
if (probeCount == 0)
return;
MatrixF trans = MatrixF::Identity;
sgData.objTrans = &trans;
Vector<Point3F> probePositions;
Vector<MatrixF> probeWorldToObj;
Vector<Point3F> probeBBMin;
Vector<Point3F> probeBBMax;
Vector<float> probeUseSphereMode;
Vector<float> probeRadius;
Vector<float> probeAttenuation;
probePositions.setSize(MAXPROBECOUNT);
probeWorldToObj.setSize(MAXPROBECOUNT);
probeBBMin.setSize(MAXPROBECOUNT);
probeBBMax.setSize(MAXPROBECOUNT);
probeUseSphereMode.setSize(MAXPROBECOUNT);
probeRadius.setSize(MAXPROBECOUNT);
probeAttenuation.setSize(MAXPROBECOUNT);
//Vector<GFXCubemapHandle> cubeMaps;
//Vector<GFXCubemapHandle> irradMaps;
U32 effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
@ -697,6 +723,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
if (!curEntry->mCubemap->isInitialised())
continue;
if (curEntry->mIsSkylight)
continue;
//Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[i] = probePos + curEntry->mProbePosOffset;
@ -704,7 +733,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
MatrixF trans = curEntry->getTransform();
trans.inverse();
probeWorldToObj[i] = trans;
probeWorldToObj[i]=trans;
probeBBMin[i] = curEntry->mBounds.minExtents;
probeBBMax[i] = curEntry->mBounds.maxExtents;
@ -714,24 +743,22 @@ void RenderProbeMgr::render( SceneRenderState *state )
probeRadius[i] = curEntry->mRadius;
probeAttenuation[i] = 1;
//cubeMaps.push_back(curEntry->mCubemap);
//irradMaps.push_back(curEntry->mIrradianceCubemap);
cubeMaps[i] = curEntry->mCubemap;
irradMaps[i] = curEntry->mIrradianceCubemap;
effectiveProbeCount++;
}
if (effectiveProbeCount != 0)
{
U32 count = effectiveProbeCount;
matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
/*GFXCubemapArrayHandle mCubemapArray;
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
GFXCubemapArrayHandle mIrradArray;
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
mCubemapArray->initStatic(cubeMaps.address(), count);
mIrradArray->initStatic(irradMaps.address(), count);
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if (deferredTarget)
@ -762,20 +789,17 @@ void RenderProbeMgr::render( SceneRenderState *state )
//GFX->setCubeArrayTexture(5, mIrradArray);
ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
GFX->setCubeTexture(4, curEntry->mCubemap);
GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
count = MAXPROBECOUNT;
//Final packing
AlignedArray<Point4F> _probePositions(probePositions.size(), sizeof(Point4F), (U8*)probePositions.address(), false);
AlignedArray<Point4F> _probeBBMin(probeBBMin.size(), sizeof(Point4F), (U8*)probeBBMin.address(), false);
AlignedArray<Point4F> _probeBBMax(probeBBMax.size(), sizeof(Point4F), (U8*)probeBBMax.address(), false);
AlignedArray<float> _probeUseSphereMode(probeUseSphereMode.size(), sizeof(float), (U8*)probeUseSphereMode.address(), false);
AlignedArray<float> _probeRadius(probeRadius.size(), sizeof(float), (U8*)probeRadius.address(), false);
AlignedArray<float> _probeAttenuation(probeAttenuation.size(), sizeof(float), (U8*)probeAttenuation.address(), false);
AlignedArray<Point4F> _probePositions(count, sizeof(Point4F), (U8*)probePositions.address(), false);
AlignedArray<Point4F> _probeBBMin(count, sizeof(Point4F), (U8*)probeBBMin.address(), false);
AlignedArray<Point4F> _probeBBMax(count, sizeof(Point4F), (U8*)probeBBMax.address(), false);
AlignedArray<float> _probeUseSphereMode(count, sizeof(float), (U8*)probeUseSphereMode.address(), false);
AlignedArray<float> _probeRadius(count, sizeof(float), (U8*)probeRadius.address(), false);
AlignedArray<float> _probeAttenuation(count, sizeof(float), (U8*)probeAttenuation.address(), false);
matParams->set(probePositionSC, _probePositions);
matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
matParams->set(probeWorldToObjSC, probeWorldToObj.address(), count);
matParams->set(probeBBMinSC, _probeBBMin);
matParams->set(probeBBMaxSC, _probeBBMax);
matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
@ -793,11 +817,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
reflProbeMat->matInstance->setTransforms(matrixSet, state);
reflProbeMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
}
}
//
//
GFX->popActiveRenderTarget();

View file

@ -48,6 +48,10 @@
#include "postFx/postEffectCommon.h"
#endif
static U32 MAXPROBECOUNT = 50;
class PostEffect;
struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
{
LinearColorF mAmbient;
@ -229,6 +233,17 @@ class RenderProbeMgr : public RenderBinManager
MaterialParameterHandle *probeCount;
//
MaterialParameterHandle *numProbesSC;
MaterialParameterHandle *probePositionSC;
MaterialParameterHandle *probeWorldToObjSC;
MaterialParameterHandle *probeBBMinSC;
MaterialParameterHandle *probeBBMaxSC;
MaterialParameterHandle *probeUseSphereModeSC;
MaterialParameterHandle *probeRadiusSC;
MaterialParameterHandle *probeAttenuationSC;
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~ReflectProbeMaterialInfo();
@ -260,6 +275,13 @@ class RenderProbeMgr : public RenderBinManager
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
//
//
PostEffect* getProbeArrayEffect();
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
protected:
/// The current active light manager.
@ -282,11 +304,27 @@ protected:
GFXShaderConstBuffer *shaderConsts);
GFXTextureObject * mBrdfTexture;
//Array rendering
Vector<Point3F> probePositions;
Vector<MatrixF> probeWorldToObj;
Vector<Point3F> probeBBMin;
Vector<Point3F> probeBBMax;
Vector<float> probeUseSphereMode;
Vector<float> probeRadius;
Vector<float> probeAttenuation;
Vector<GFXCubemapHandle> cubeMaps;
Vector<GFXCubemapHandle> irradMaps;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);

View file

@ -450,4 +450,62 @@ new CustomMaterial( ReflectionProbeArrayMaterial )
sampler["BRDFTexture"] = "core/art/pbr/brdfTexture.dds";
pixVersion = 3.0;
};
//
//
singleton ShaderData( PFX_ReflectionProbeArray )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
//samplerNames[0] = "$inputTex";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$BRDFTexture";
samplerNames[4] = "$cubeMap";
samplerNames[5] = "$irradianceCubemap";
pixVersion = 2.0;
};
singleton GFXStateBlockData( PFX_ReflectionProbeArrayStateBlock )
{
zDefined = true;
zEnable = false;
zWriteEnable = false;
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
singleton PostEffect( reflectionProbeArrayPostFX )
{
// Do not allow the selection effect to work in reflection
// passes by default so we don't do the extra drawing.
//allowReflectPass = false;
renderTime = "PFXAfterDiffuse";
renderBin = "ProbeBin";
renderPriority = 1;
isEnabled = true;
shader = PFX_ReflectionProbeArray;
stateBlock = PFX_ReflectionProbeArrayStateBlock;
//texture[0] = "#highlight";
//texture[1] = "$backBuffer";
texture[0] = "$deferredBuffer";
texture[1] = "$colorBuffer";
texture[2] = "$matInfoBuffer";
texture[3] = "$BRDFTexture";
texture[4] = "$cubeMap";
texture[5] = "$irradianceCubemap";
target = "$backBuffer";
};

View file

@ -1,8 +1,6 @@
#include "../../shaderModelAutoGen.hlsl"
#include "../postFx.hlsl"
#include "farFrustumQuad.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
@ -19,6 +17,8 @@ uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
//TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
//TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
uniform float4 inProbePosArray[MAX_PROBES];
@ -50,6 +50,7 @@ float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
cubeN.z *=-1;
//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
}
@ -66,8 +67,9 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
float3 cubeR = normalize(r);
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
return radiance;
}
@ -88,7 +90,7 @@ float defineBoxSpaceInfluence(Surface surface, int id)
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
}
float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
float4 main( PFXVertToPix IN ) : SV_TARGET
{
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);